示例#1
0
 public WeaponAction(int id, WeaponConfig weaponConfig, Entity targetEntity, Vector3 targetPosition)
 {
     ID             = id;
     WeaponConfig   = weaponConfig;
     TargetEntity   = targetEntity;
     TargetPosition = targetPosition;
 }
示例#2
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    void LoadLootWeapon(XmlReader reader, WeaponConfig weaponConf)
    {
        LootConfig lootConf = new LootConfig();

        if (reader.HasAttributes)
        {
            while (reader.MoveToNextAttribute())
            {
                if (reader.Name == "giveAtWave")
                {
                    lootConf.giveAtWave = int.Parse(reader.Value);
                }
                else if (reader.Name == "fromWave")
                {
                    lootConf.fromWave = int.Parse(reader.Value);
                }
                else if (reader.Name == "toWave")
                {
                    lootConf.toWave = int.Parse(reader.Value);
                }
                else if (reader.Name == "lootRate")
                {
                    lootConf.rate = float.Parse(reader.Value);
                }
                else if (reader.Name == "increaseRate")
                {
                    lootConf.increaseRate = float.Parse(reader.Value);
                }
            }
        }
        weaponConf.lootConf = lootConf;
    }
示例#3
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    public void RestoreState(object state)
    {
        string       weaponName = (string)state;
        WeaponConfig weapon     = Resources.Load <WeaponConfig>(weaponName);

        EquipWeapon(weapon);
    }
示例#4
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    private void SaveScriptableObject(out WeaponConfig newConfig)
    {
        newConfig = CreateInstance <WeaponConfig>();

        newConfig.Name         = _weaponName;
        newConfig.QualityLevel = _weaponQualityLevel;
        newConfig.Damage       = _weaponDamage;
        newConfig.Recoil       = _weaponRecoil;
        newConfig.Mesh         = _weaponMesh;
        newConfig.Material     = _weaponMaterial;

        if (!Directory.Exists(_soPath))
        {
            Debug.LogError("SO Path does not exist!");

            newConfig = null;
            return;
        }

        string assetPathAndName = _soPath + "/" + _weaponName + ".asset";

        AssetDatabase.CreateAsset(newConfig, assetPathAndName);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
示例#5
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        private void Start()
        {
            timeSinceLastAttack = 0;
            WeaponConfig wp = Resources.Load <WeaponConfig>(defaultWeaponName);

            EquipWeapon(wp);
        }
示例#6
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        public void EquipWeapon(WeaponConfig wp)
        {
            currentWeapon = wp;
            Animator anim = GetComponent <Animator>();

            wp.Spawn(rightHand, leftHand, anim);
        }
    public override void OnTriggerEnter2D(Collider2D collision)
    {
        base.OnTriggerEnter2D(collision);
        if (collision.CompareTag("Enemy"))
        {
            Debug.Log(photonView.Owner.ActorNumber);

            // ActorModel.Model.SetEngery(ActorModel.Model.GetCurrentWeapon().回复能量);
            if (photonView.Owner.ActorNumber == collision.GetComponent <NetkActorController>().photonView.Owner.ActorNumber)
            {
                return;
            }


            if (attack_type == HitType.击飞)
            {
                Camera.main.GetComponent <Cinemachine.CinemachineImpulseSource>().GenerateImpulse();
            }
            bool isCrit     = false;
            var  weapon     = WeaponConfig.Get(model.GetPlayerEquipment(EquipmentType.武器));
            var  hurt_value = model.GetPlayerAttribute(PlayerAttribute.攻击力);
            if (Random.value <= model.GetPlayerAttribute(PlayerAttribute.暴击率) * 0.01f)
            {
                isCrit     = true;
                hurt_value = model.GetPlayerAttribute(PlayerAttribute.暴击伤害);
            }

            collision.GetComponent <NetkActorController>().GetHurt(new AttackData(hurt_value, isCrit, transform.position, this.attack_type));
        }
    }
示例#8
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 public InventoryItem(WeaponConfig weaponConfig, int ammoCount, bool unlimitedAmmo, int selectOrder)
 {
     this.weaponConfig = weaponConfig;
     ammo = ammoCount;
     this.unlimitedAmmo = unlimitedAmmo;
     this.selectOrder   = selectOrder;
 }
        public bool Use(int index, GameObject user)
        {
            //Checks we have an item in this slot
            if (_dockedItems.ContainsKey(index))
            {
                //If the item is an action item
                ActionItem action = _dockedItems[index].item as ActionItem;
                if (action)
                {
                    action.Use(user, index);
                    if (action.IsConsumable)
                    {
                        RemoveItems(index, 1);
                    }
                    return(true);
                }

                //if the item is an armor item
                ArmorConfig armor = _dockedItems[index].item as ArmorConfig;
                if (armor)
                {
                    armor.Use(gameObject, index);
                    RemoveItems(index, 1);
                }

                //if the item is a weapon
                WeaponConfig weapon = _dockedItems[index].item as WeaponConfig;
                if (weapon)
                {
                    weapon.Use(gameObject, index);
                }
            }
            return(false);
        }
示例#10
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    //restoura estado
    public void RestoreState(object state)
    {
        string       wN = (string)state;
        WeaponConfig w  = Resources.Load <WeaponConfig>(wN);

        EquipWeapon(w);
    }
示例#11
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    public WeaponConfig GetRandomWC()
    {
        Adj  = (TextAsset)Resources.Load("Adj");
        Noun = (TextAsset)Resources.Load("Noun");

        WC = ScriptableObject.CreateInstance <WeaponConfig>();

        WC.Name = GetRandomName();



        WC.Damage   = Mathf.Round(Random.Range(2f, 10f) * 10f) / 10f;
        WC.Accuracy = Mathf.Round(Random.Range(96f, 100f) * 10f) / 10f;
        WC.RPM      = Mathf.Round(Random.Range(600f, 1500f) / 10f) * 10f;
        WC.MagSize  = Random.Range(8, 61);

        WC.Velocity     = 100f;
        WC.Range        = 100f;
        WC.RecoilAmount = 1f;
        WC.Force        = 100f;
        WC.ReloadTime   = 2f;
        WC.Bullets      = 1;

        WC.Automatic = (Random.value > 0.5f);

        WC.Value = CalculateValue();

        return(WC);
    }
示例#12
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        public WeaponAllConfigs(WeaponConfig weaponConfig)
        {
            InitWeaponAllConfig  = weaponConfig;
            InitAbstractBehavior = weaponConfig.WeaponBehavior;
            S_DefualtBehavior    = weaponConfig.WeaponBehavior as DefaultWeaponBehaviorConfig;
            if (null != S_DefualtBehavior)
            {
                InitAbstractLogicConfig = S_DefualtBehavior.FireLogic;
                S_DefaultFireLogicCfg   = InitAbstractLogicConfig as DefaultFireLogicConfig;
                if (null != S_DefaultFireLogicCfg)
                {
                    HasLogicConfig        = true;
                    S_CommonFireCfg       = S_DefaultFireLogicCfg.Basic;
                    S_RifleFireCounterCfg = S_DefaultFireLogicCfg.FireCounter as RifleFireCounterConfig;
                    S_BulletCfg           = S_DefaultFireLogicCfg.Bullet;

                    ProcessAccuracy(S_DefaultFireLogicCfg);
                    ProcessShake(S_DefaultFireLogicCfg);
                    ProcessSpread(S_DefaultFireLogicCfg);
                    ProcessFireMode(S_DefaultFireLogicCfg);
                }

                return;
                //    detailDefaultWeaponLogicConfig = new ExpandWeaponLogicConfig(OriginWeaponLogicConfig);
            }

            S_TacticBehvior = weaponConfig.WeaponBehavior as TacticWeaponBehaviorConfig;
            if (S_TacticBehvior == null)
            {
                S_DoubleBehavior = weaponConfig.WeaponBehavior as DoubleWeaponBehaviorConfig;
            }
        }
示例#13
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        //public void CallAttackRPGTarget(GameObject _target)
        //{
        //    bIsMeleeingEnemy = true;
        //    if (AttackRPGTarget != null) AttackRPGTarget(_target);
        //}

        //public void CallStopAttackingRPGTarget()
        //{
        //    bIsMeleeingEnemy = false;
        //    if (StopAttackingRPGTarget != null) StopAttackingRPGTarget();
        //}

        public void CallPutRPGWeaponInHand(WeaponConfig _weapon)
        {
            if (PutRPGWeaponInHand != null)
            {
                PutRPGWeaponInHand(_weapon);
            }
        }
示例#14
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 private void Awake()
 {
     //inicializa variaveis
     mov          = GetComponent <Move>();
     weaponConfig = weaponD;
     WeaponC      = new LazyValue <Weapon>(SetupDefault);
 }
示例#15
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        public static Image GetWeaponImage(int id, int width, int height)
        {
            WeaponConfig weaponConfig = ConfigData.GetWeaponConfig(id);
            string       fname        = string.Format("Weapon/{0}{1}x{2}", weaponConfig.Icon, width, height);

            if (!ImageManager.HasImage(fname))
            {
                Image image = PicLoader.Read("Weapon", string.Format("{0}.JPG", weaponConfig.Icon));
                if (image == null)
                {
                    NLog.Error(string.Format("GetWeaponImage {0} {1} not found", id, fname));
                    return(null);
                }
#if DEBUG
                if (weaponConfig.Remark.Contains("未完成"))
                {
                    Graphics g    = Graphics.FromImage(image);
                    var      icon = PicLoader.Read("System", "NotFinish.PNG");
                    g.DrawImage(icon, 0, 0, 180, 180);
                    g.Save();
                }
#endif

                if (image.Width != width || image.Height != height)
                {
                    image = image.GetThumbnailImage(width, height, null, new IntPtr(0));
                }
                ImageManager.AddImage(fname, image);
            }
            return(ImageManager.GetImage(fname));
        }
示例#16
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 public void Equip(WeaponConfig weaponConfig)
 {
     Destroy(spawnedWeapon);
     this.weaponConfig = weaponConfig;
     spawnedWeapon     = Instantiate(this.weaponConfig.weaponPrefab, attachPoint_Hand_Right.transform);
     onEquipWeapon.Invoke(this);
 }
示例#17
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    protected Character(CharacterSO other)
    {
        // name
        displayName = other.displayName;

        // stats
        attributes = other.attributes;
        elementAttack = other.elementAttack;
        elementDefense = other.elementDefense;
        combatStats = other.combatStats;

        // level and class
        level = other.level;
        charClass = other.charClass;

        // create armor and weapon configs from class rules
        mWeaponConfig = charClass.CreateWeaponConfig();
        mArmorConfig = charClass.CreateArmorConfig();

        for (int i=0; i < other.weapons.Length; i++) {
            mWeaponConfig.EquipWeapon(other.weapons[i], i);
        }

        // TODO, this should be tightly coupled with SO implementation
        //		for (int i=0; i < other.weapons.Length; i++) {
        //			mArmorConfig.EquipArmor(other.armors[i], i);
        //		}

        curHP = maxHP;
    }
示例#18
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        public void testFireDelay() {
            WeaponConfig config = new WeaponConfig();
            config.projectilePrefab = RuntimeTestHelpers.CreatePrefabWithComponent<ProjectileBehaviour>();
            config.fireInterval = 1f;
            config.sprayAngle = 0f;

            Weapon weapon = new Weapon(config);

            // can fire immediately
            Assert.IsTrue(weapon.CanFire, "Weapon cannot fire upon creation");
            
            // fire weapon
            Assert.IsTrue(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon didn't fire");

            // can't re-fire immediately
            Assert.IsFalse(weapon.CanFire, "Weapon can fire without any delay");
            Assert.IsFalse(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon fired without any delay");

            // wait part of delay time
            weapon.UpdateTimer(0.25f);

            // can't re-fire after partial delay
            Assert.IsFalse(weapon.CanFire, "Weapon can fire without full delay");
            Assert.IsFalse(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon fired without full delay");

            // wait rest of delay time
            weapon.UpdateTimer(0.75f);

            // weapon fires again after rest of delay
            Assert.IsTrue(weapon.CanFire, "Weapon cannot fire after delay");
            Assert.IsTrue(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon didn't fire after delay");
        }
示例#19
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        public void testFireDelay()
        {
            WeaponConfig config = new WeaponConfig();

            config.projectilePrefab = RuntimeTestHelpers.CreatePrefabWithComponent <ProjectileBehaviour>();
            config.fireInterval     = 1f;
            config.sprayAngle       = 0f;

            Weapon weapon = new Weapon(config);

            // can fire immediately
            Assert.IsTrue(weapon.CanFire, "Weapon cannot fire upon creation");

            // fire weapon
            Assert.IsTrue(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon didn't fire");

            // can't re-fire immediately
            Assert.IsFalse(weapon.CanFire, "Weapon can fire without any delay");
            Assert.IsFalse(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon fired without any delay");

            // wait part of delay time
            weapon.UpdateTimer(0.25f);

            // can't re-fire after partial delay
            Assert.IsFalse(weapon.CanFire, "Weapon can fire without full delay");
            Assert.IsFalse(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon fired without full delay");

            // wait rest of delay time
            weapon.UpdateTimer(0.75f);

            // weapon fires again after rest of delay
            Assert.IsTrue(weapon.CanFire, "Weapon cannot fire after delay");
            Assert.IsTrue(weapon.FireWeapon(Vector3.zero, Vector3.up, DamageDealer.Default), "Weapon didn't fire after delay");
        }
    public void LoadPreset(int index)
    {
        WeaponConfig preset = configPresets[index];

        for (int i = 0; i < colorPalettes.Count; i++)
        {
            if (colorPalettes[i].gradient.Equals(preset.colorGradient))
            {
                colorDropdown.value = i;
            }
        }
        trailLengthSlider.value     = preset.trailLength;
        trailWidthSlider.value      = preset.trailWidth;
        projectileCountSlider.value = preset.projectileCount;
        distanceXField.text         = preset.distance.x.ToString(CultureInfo.InvariantCulture);
        distanceYField.text         = preset.distance.y.ToString(CultureInfo.InvariantCulture);
        angleField.text             = preset.angle.ToString(CultureInfo.InvariantCulture);
        burstSpreadSlider.value     = preset.burstSpread;
        novaToggle.isOn             = preset.nova;
        randomOrderToggle.isOn      = preset.randomOrder;
        speedSlider.value           = preset.speed;
        durationSlider.value        = preset.duration;
        fireRateSlider.value        = preset.rateMulti;
        behaviourDropdown.value     = preset.behaviour == WeaponConfig.ProjectileBehaviour.Straight ? 0 : 1;

        ApplySettings();
    }
    public override void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Enemy")
        {
            ActorModel.Model.SetEngery(ActorModel.Model.GetCurrentWeapon().回复能量);

            View.CurrentScene.GetView <GameInfoView>().HitCount++;

            if (attack_type == HitType.击飞)
            {
                Camera.main.GetComponent <Cinemachine.CinemachineImpulseSource>().GenerateImpulse();
                if (View.CurrentScene is GameScene)
                {
                    TimeModel.SetTimeScale(0.2f, true, 0.2f);
                }
            }
            bool isCrit     = false;
            var  weapon     = WeaponConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.武器));
            var  hurt_value = ActorModel.Model.GetPlayerAttribute(PlayerAttribute.攻击力);
            if (Random.value <= ActorModel.Model.GetPlayerAttribute(PlayerAttribute.暴击率) * 0.01f)
            {
                isCrit     = true;
                hurt_value = ActorModel.Model.GetPlayerAttribute(PlayerAttribute.暴击伤害);
            }
            collision.gameObject.GetComponent <IHurt>().GetHurt(
                new AttackData(hurt_value, isCrit, ActorController.Controller.transform.position, attack_type)
                );
        }
    }
示例#22
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    public void Equip()
    {
        if (!CurretnSelect.icon.gameObject.activeSelf)
        {
            return;
        }
        switch (CurretnSelect.data.itemtype)
        {
        case ItemType.武器:
            var config = WeaponConfig.Get(CurretnSelect.data.config_id);
            if (config.需要等级 > ActorModel.Model.GetLevel())
            {
                View.CurrentScene.OpenView <TipView>().SetContent("等级不够 需要等级: " + DreamerTool.Util.DreamerUtil.GetColorRichText(config.需要等级.ToString(), Color.red));
                return;
            }
            Equip(config, WeaponConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.武器)), EquipmentType.武器);
            break;

        case ItemType.肩膀:
            var arm_config = ArmConfig.Get(CurretnSelect.data.config_id);
            Equip(arm_config, ArmConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.肩膀左)), EquipmentType.肩膀左);
            break;

        case ItemType.衣:
            var torso_config = TorsoConfig.Get(CurretnSelect.data.config_id);
            Equip(torso_config, TorsoConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.衣)), EquipmentType.衣);
            break;

        case ItemType.手链:
            var sleeve_config = SleeveConfig.Get(CurretnSelect.data.config_id);
            Equip(sleeve_config, SleeveConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.手链)), EquipmentType.手链);
            break;

        case ItemType.裤子:
            var pelvis_config = PelvisConfig.Get(CurretnSelect.data.config_id);
            Equip(pelvis_config, PelvisConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.裤子)), EquipmentType.裤子);
            break;

        case ItemType.鞋子:
            var foot_config = FootConfig.Get(CurretnSelect.data.config_id);
            Equip(foot_config, FootConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.鞋子)), EquipmentType.鞋子);
            break;

        case ItemType.消耗品:
            GameStaticMethod.ExecuteCommond(ConsumablesConfig.Get(CurretnSelect.data.config_id).function);
            ActorModel.Model.bag_items.Remove(CurretnSelect.data);
            CurretnSelect.icon.gameObject.SetActive(false);
            ItemUITip.gameObject.SetActive(false);
            break;

        case ItemType.盾牌:
            var shield_config = ShieldConfig.Get(CurretnSelect.data.config_id);
            Equip(shield_config, ShieldConfig.Get(ActorModel.Model.GetPlayerEquipment(EquipmentType.盾牌)), EquipmentType.盾牌);
            break;

        default:
            break;
        }
    }
示例#23
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 public void ShowWeapon(EWeaponId pWeapon)
 {
     currentWeaponConfig = brainiacs.ItemManager.GetWeaponConfig(pWeapon);
     weaponUp.sprite     = currentWeaponConfig.VisualInfo.PlayerSpriteUp;
     weaponRight.sprite  = currentWeaponConfig.VisualInfo.PlayerSpriteRight;
     weaponDown.sprite   = currentWeaponConfig.VisualInfo.playerSpriteDown;
     weaponLeft.sprite   = currentWeaponConfig.VisualInfo.PlayerSpriteLeft;
 }
示例#24
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 public WeaponState(WeaponConfig config)
 {
     name                     = config.id;
     cooldown                 = config.coolDownSeconds;
     elapsedSinceLastShot     = float.MaxValue;
     currentDispersionDegrees = config.dispersionDegrees;
     defaultDispersionDegrees = config.dispersionDegrees;
 }
示例#25
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        public void testConfigValidationNoPrefab() {
            WeaponConfig config = new WeaponConfig();
            config.projectilePrefab = null;
            config.fireInterval = 1f;
            config.sprayAngle = 1f;

            Assert.IsFalse(config.Validate(), "Valid despite null projectile");
        }
示例#26
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        public void testConfigValidationBadSprayAngle() {
            WeaponConfig config = new WeaponConfig();
            config.projectilePrefab = RuntimeTestHelpers.CreatePrefabWithComponent<ProjectileBehaviour>();
            config.fireInterval = 1f;
            config.sprayAngle = -1f;

            Assert.IsFalse(config.Validate(), "Valid despite negative spray angle");
        }
示例#27
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    public override void Initiate(WeaponConfig weaponConfig, GameObject shooter, Movement movementScript)//,
//                                  bool enableRenderer = true, bool undying = false)
    {
//        base.undying = undying;
        base.velocity       = weaponConfig.velocity;
        base.shooterTag     = shooter.tag;
        base.targetPosition = movementScript.fireTarget;
    }
示例#28
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    /// <summary>
    /// Fires a projectile after a set delay, used for burst spread
    /// </summary>
    /// <param name="weapon">Weapon config</param>
    /// <param name="pos">Projectile starting position</param>
    /// <param name="angle">Projectile starting angle</param>
    /// <param name="delay">Delay in seconds</param>
    /// <returns>Coroutine delay enumerator</returns>
    private IEnumerator InitProjectileDelayed(WeaponConfig weapon, Vector3 pos, float angle, float delay)
    {
        yield return(new WaitForSeconds(delay));

        Projectile projectile = projectileManager.Get();

        projectile.Init(weapon, gameObject, transform.position + pos, angle);
    }
示例#29
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 private void CharacterPickupWeapon(Character character, WeaponConfig weaponConfig)
 {
     if (!character.photonView.IsMine)
     {
         return;
     }
     character.CharacterModel.PickupWeapon(weaponConfig);
 }
示例#30
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    public void ReleaseWeapon(WeaponBase obj)
    {
        WeaponConfig cfg = Config.WeaponCfg[obj.ID - 1];

        obj.OnDetach();
        obj.OnUninit();
        ReleasePrefab(cfg.prefab, obj.gameObject);
    }
示例#31
0
文件: Weapon.cs 项目: bradur/LD44
    public void Init(InventoryItem item)
    {
        transform.SetParent(GameManager.main.WorldParent);
        gameConfig = ConfigManager.main.GetConfig("GameConfig") as GameConfig;

        config      = item.WeaponConfig;
        item.Weapon = this;
        this.item   = item;
    }
示例#32
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    public void Initialise(WeaponConfig weaponConfig)
    {
        _id = int.Parse($"{DateTime.Now.Hour}{DateTime.Now.Minute}{DateTime.Now.Second}{DateTime.Now.Millisecond}");

        _weaponConfig = weaponConfig;

        _pointReticleObject  = Instantiate(_pointReticlePrefab, Vector3.up * 1000, Quaternion.identity);
        _entityReticleObject = Instantiate(_entityReticlePrefab, Vector3.up * 1000, Quaternion.identity);
    }
示例#33
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 public virtual void OnInit()
 {
     m_Config = Config.WeaponCfg[ID - 1];
     HasShell = m_Config.shell > 0;
     if (HasShell)
     {
         m_Shells = new List <ShellBase>();
     }
 }
示例#34
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 public void EquipWeapon(GameObject updateWeapon)
 {
     weapon = updateWeapon;
     currentWeaponConfig = updateWeapon.GetComponent <WeaponConfig>();
     if (audioSource)
     {
         audioSource.clip = currentWeaponConfig.audioClip;
     }
 }
示例#35
0
        public void testSprayAngle() {
            WeaponConfig config = new WeaponConfig();
            config.projectilePrefab = RuntimeTestHelpers.CreatePrefabWithComponent<ProjectileBehaviour>();
            config.fireInterval = 1f;
            config.sprayAngle = 10f;

            Weapon weapon = new Weapon(config);

            // randomly test 10,000 random angles
            // not deterministic, but also difficult to test deterministically without deeper understanding of Quaternion implementation
            for (int i = 0; i < 10000; i++) {
                testAngle(Random.onUnitSphere, Random.Range(1f, 90f));
            }
        }
示例#36
0
        public Weapon(int id)
        {
            WeaponConfig = ConfigData.GetWeaponConfig(id);
            Dura = (int)(WeaponConfig.Dura*1.67);
            Range = WeaponConfig.Range; 
            Def = WeaponConfig.Def;
            Spd = WeaponConfig.Spd;
            Mag = WeaponConfig.Mag;
            Luk = WeaponConfig.Luk;
            Hit = WeaponConfig.Hit;
            Dhit = WeaponConfig.Dhit;
            Crt = WeaponConfig.Crt;
            Mov = WeaponConfig.Mov;

            UpgradeToLevel1();
        }
示例#37
0
 public Weapon(WeaponConfig config) {
     this.config = config;
     fireIntervalRemaining = 0f;
 }